In the event that somebody wishes to join this game (Example: Takk?) you (The Players) will have a say in whether they can or cannot. I just want to put this out; you retain some powers within the administration of this game.

So, about magic and psionics. I think you'd better allow them at the beginning, or not at all; it would take a lot of explaining for them to spontaneously appear in the world out of nowhere.

And about character creation: As fabulous as Coordinate/Inspiration/Greater Inspiration is, I'm not really in the mood for a Charismatic Hero at the moment, so if someone would cover that, it would help us all out a lot.

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Proud owner of one Link Boomerang and one [WanderingMagelok]Cretin of Darkness!Some of my works.

Spontaneous appearance of magic can be good, provided he's willing to work it into the overall world... if other people have it at the beginning and it's just the PC's that don't, it may just be a matter of experience...

I'm probably going for an elven gunman. Yes, I know, typical- "+2 Dex and a fast hero, ooh" but I'll do everything else I can to make the character as nontypical as possible. I think I've succeeded.

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"There aren't enough sandwich baggies in the world to pick up his pieces once I get through with him!" -Alex King, The Wotch: Cheer

About the un-shadowized Shadowkind: many of them have the bonus feat Archaic Weapons Proficiency. Is this how you're going to run it, or are they going to get something else instead? Also, I'll look for my tweak of the Wealth System to prevent the infinite wealth loop.

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Proud owner of one Link Boomerang and one [WanderingMagelok]Cretin of Darkness!Some of my works.

I am considering turning off signatures in IC threads. This means that I, personally won't really care how big your sigs are otherwise.

Also, I may get a proxy account for a rotation of people you don't know to play NPCs in this game. I'm thinking about injecting other personalities through this system into NPCs so I can focus on a handful and not entirely neglect the development of others...

If I do this, the proxy will have a temporary voice whenever whoever it is on and I may want you to treat the unknown Assistant GM as you would each other.

Originally Posted by nightinverse
Magic and psionics exist... you just can't have them as you start. I have to run through some things before I implement them.

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Eh... in any case, we can't get advanced classes until 4th level, so it should be fine for a while anyhow.

So... what things are we not allowed to take? We don't have to worry about advanced classes yet, but what equipment do we not have access to? I assume cybernetics and any related items/skills/feats are unavailable? Same with robots, and anything else beyond PL5? Can we take Mutations to represent wierd lineages? Are we going to use the Occupation Points system that I put in Custom Rules? If so, how many points?

Speaking of the Mutation system, some combinations are quite interesting. Look at this one:

I was thinking more along the lines of 1) the inpire-o-matic, 2) the robot-maker with a sword, 3) a ninja (with a sword), or 4) the person who owns a chopper (if that is feasable. The chopper chewed up most, scrathc that, all of the character). With magic in the mix, though....

I kinda' went a bit overboard with the mutation table late last night after a stroke of "inspiration"... Would it be acceptable to play a centauroid, insectoid character? (Exoskeleton, claws, mandibles, tail, wall-walking...) If that would be okay, what kind of weird looks/discrimination could such a character expect? (I spent no feats, but based it off of the dragon-blooded human shadowkind, so have a level penalty of 1...)